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Post by duckcall00 on Oct 17, 2011 13:49:55 GMT -5
When I get home I'll check the code to see when the zombie will get the powerup drop. Whether it's on it's death or when it spawns in. I have tested this. It seems like it happens on death, not spawn.
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Post by GTO on Oct 21, 2011 12:06:45 GMT -5
@ duckcall00 Sorry for the delay....... these are the results for the # of Zombies per/round based on the formulas you provided: [glow=red,2,300]Single Player Game[/glow] Round # 11 (34) Zombies Round # 20 (60) Zombies Round # 25 (80) Zombies Round # 30 (104) Zombies Round # 35 (132) Zombies Round # 40 (165) Zombies Round # 45 (201) Zombies Round # 50 (242) Zombies Round # 55 (288) Zombies Round # 60 (337) Zombies Round # 65 (390) Zombies Round # 70 (448) Zombies Round # 75 (510) Zombies Round # 80 (577) Zombies Round # 85 (647) Zombies Round # 90 (722) Zombies Round # 95 (801) Zombies Round # 100 (884) Zombies |
[glow=red,2,300]Two Player Game[/glow] Round # 11 (45) Zombies Round # 20 (96) Zombies Round # 25 (136) Zombies Round # 30 (186) Zombies Round # 35 (244) Zombies Round # 40 (312) Zombies Round # 45 (388) Zombies Round # 50 (473) Zombies Round # 55 (568) Zombies Round # 60 (671) Zombies Round # 65 (783} Zombies Round # 70 (905} Zombies Round # 75 (1035) Zombies Round # 80 (1174) Zombies Round # 85 (1322) Zombies Round # 90 (1479) Zombies Round # 95 (1645) Zombies Round # 100 (1820) Zombies |
[glow=red,2,300]Three Player Game [/glow] Round # 11 (68) Zombies Round # 20 (144) Zombies Round # 25 (204) Zombies Round # 30 (278) Zombies Round # 35 (365) Zombies Round # 40 (464) Zombies Round # 45 (577) Zombies Round # 50 (703) Zombies Round # 55 (842) Zombies Round # 60 (994) Zombies Round # 65 (1160) Zombies Round # 70 (1338) Zombies Round # 75 (1529) Zombies Round # 80 (1734) Zombies Round # 85 (1952) Zombies Round # 90 (2182) Zombies Round # 95 (2426) Zombies Round # 100 (2683) Zombies |
[glow=red,2,300]Four Player Game[/glow] Round # 11 (91) Zombies Round # 20 (192) Zombies Round # 25 (272) Zombies Round # 30 (370) Zombies Round # 35 (485) Zombies Round # 40 (617) Zombies Round # 45 (767) Zombies Round # 50 (933) Zombies Round # 55 (1118) Zombies Round # 60 (1319) Zombies Round # 65 (1538) Zombies Round # 70 (1774) Zombies Round # 75 (2028) Zombies Round # 80 (2299) Zombies Round # 85 (2587) Zombies Round # 90 (2892) Zombies Round # 95 (3215) Zombies Round # 100 (3555) Zombies |
Thanks again!!
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Post by qs on Nov 2, 2011 17:24:01 GMT -5
When you look at the explosives, what does MIN mean?
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Post by duckcall00 on Nov 2, 2011 19:57:56 GMT -5
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Post by fastphil100 on Dec 16, 2011 13:59:59 GMT -5
I was playing Call of the Dead earlier this week and once we got level 40, it was taking 3 PaP'd scavenger shots to kill zombies. By 44, it was becoming clear that our guns weren't doing the job, so I PaP'd the VR11, shot my teammate and his scavenger became a 1-hit kill. Not only that, but we got ammo on his first scavenger shot after I shot him with Lazarus (we also got ammo about a minute later...suspiciously odd). This radically changed our strategy but we weren't able to finish the round to test out whether a player shot with the Lazarus had insta-kill with all weapons or just the PaP's scavenger and Ray gun (that seemed to be 1-hit too). I'd be curious if Lazarus really creates a kind of instakill for all weapons or if it simply gave a damage multiplier to whatever weapon the 'shot' player was using. If anyone has an answer or similar experiences, I'd be interested in finding out.
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Post by Megaqwerty on Dec 16, 2011 15:36:29 GMT -5
Instakill with all weapons.
The current record on CotD was done with VR11 + LAW.
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Post by adolfthehumble on Feb 7, 2012 5:03:13 GMT -5
any stats on the richtofen device??
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Post by adolfthehumble on Feb 7, 2012 5:16:28 GMT -5
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Post by duckcall00 on Feb 8, 2012 17:22:31 GMT -5
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banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on Nov 25, 2012 14:11:24 GMT -5
WE NEED BLACK OPS 2 ZOMBIE STATS!!!!!!!!!!!!!!!!!!!!!!!!
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Post by duckcall00 on Nov 25, 2012 21:49:57 GMT -5
We don't have any stats, and I'm not doing any testing. Testing would be extremely difficult. Zombies don't stand still. Multipliers on the starting pistol are weird. There are no flashbangs to deal 1 damage. Zombie health may not even be the same as previous games. But if someone else were to get all of the numbers, I would make something like this:
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Post by binsys on Nov 27, 2012 1:10:07 GMT -5
Hi! Do you still remember me? I'm BinText. My current name is BinSys because my PSN account was raped by someone.
Now I have a plan to measure some parameters for zombie mode at BO2. I'll report them soon after the plan was performed.
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Post by Voice from the Basement on Nov 27, 2012 6:25:15 GMT -5
Maybe you all should wait until the game files are cracked? I think Treyarch don't hide stats like IW did.
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Post by Marvel4 on Nov 27, 2012 6:29:11 GMT -5
They do.
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Post by Voice from the Basement on Nov 27, 2012 18:58:18 GMT -5
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banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on Nov 27, 2012 22:42:02 GMT -5
Hi! Do you still remember me? I'm BinText. My current name is BinSys because my PSN account was raped by someone. Now I have a plan to measure some parameters for zombie mode at BO2. I'll report them soon after the plan was performed. Good luck
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Post by jaedrik on Nov 28, 2012 16:13:57 GMT -5
The only reason why I don't like zombies is because I die, and exponential nature of health on zombies, and you can't win, and I'm a wuss, and it's too hard.
. . . I don't like zombies.
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Slick
True Bro
Taking the piss
Posts: 1,015
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Post by Slick on Nov 29, 2012 9:54:31 GMT -5
Dem headshots are worth the effort, it reduces the amount of bullets needed at high rounds immensely, especially weapons with good multipliers, but nothing short of op wonder weapons will let you camp in a traditional sense easily past 20. Ray gun can kiss my butt.
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Post by jayjo on Jan 17, 2013 7:35:56 GMT -5
do someone have stats for black ops 2 zombies? and what about the ranking system in zombies? any formula? i thought this is the right place to ask.
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ayyyyy
True Bro
yearning to vanquish the evil since small
Posts: 91
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Post by ayyyyy on Jan 18, 2013 10:44:30 GMT -5
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Post by notazombie on Jan 18, 2013 11:44:11 GMT -5
Most of the Black Ops 2 zombie stats are the same as the Black Ops 1 stats: - Zombie health is exactly the same. - The amount of zombies on a map at once is the same for solo, unsure about co-op or grief. - Zombie spawn rate also seems to be the same, or at least very similar. - Repairing windows is the same. - Amount of drops per round is the same. - Monkey Bomb works the same. - Number of zombies per round is similar but I'm not sure if it is the same.
The only perk that is different is Double Tap 2.0. It increases fire rate and makes you shoot 2 bullets for every shot, while only taking away 1 ammo (ie you shoot once, lose 1 ammo, but your gun shoots 2 bullets).
Galvaknuckles do 1500 damage and is unaffected by the Ballistic Knife. It is a one hit kill for rounds 1-13 and costs 6000 points.
Tombstone allows you to pass out when you go down, and drops a power up that only you can pick up. I don't know how long this power up stays on the map for, but I've heard it's 60 sec.
Denizens are in the fog areas of TranZit. They will latch onto your head and will kill you in 3 attacks if you don't knife them. It takes 5 normal knifes, 3 Bowie knifes, and 2 Galavaknucles when they are on your head, regardless of round.
If you run to a powered light post with a Denizen on your head, it will jump off and create a teleporter. This will teleport you to a random lamp post on the map.
There are 5 buildables. I don't have stats for most of these. The Tubine is built at Bus Depot. The Zombie Shield is built at Diner. The Turret is Built at Farm. The Electric Trap is built at Power Station (as is the power switch). The Jet Gun is built at Town (but its parts are all over the map).
The Turbine is used to open doors at Bus Depot, Diner, Farm, and Town as well as for Pack-A-Punch. It also allows you to power perk machines while the power is off. It also allows you to activate lamp posts before power is on.
The Jet Gun requires you to hold down the trigger for a second or so to get the RPM up, and then it will suck in zombies and kill them. You can get power ups from this. After using it for 5 - 10 sec the heat meter will be approaching the red zone. If the meter goes all the way up, the gun will break and the parts will scatter. You can let it cool down by hold the gun out without using it.
There are 3 parts for the bus on TranZit. They can be found in the Turbine door rooms. The ladder can be put on the side of the bus to climb onto the top. The grill can be put on the front of the bus to allow it to run over zombies. If the zombies are damaged before they are run over, they are killed. Otherwise they just respawn. The hatch can be placed in the bus or at Diner to get Galavaknuckles.
The Avogadro (lightning zombie) spawns every few rounds, not entirely sure what makes him spawn. He takes 2 galavaknuckles to kill on any round, not sure about other knifes. He is immune to all other attacks.
Lava damage is between 15 and 20. It takes 7 consecutive lava hits to down without Jug, but 3 consecutive hits with 1 zombie hit. Zombies that run over lava will be set on fire and exploded when killed. This damages both players and other zombies that are near by.
The EMP grenade explosion goes through walls. It will deactivate perk machines for around 90 sec. It will close the box if it is open. It will cause PaP to "eat" the weapon that someone put into it. If used on zombies, they will enter a "deactivated" state. In this state, the zombies will mindlessly walk around and not run after players. Crawlers will not move. They will wake up if you sprint near them, shoot your gun, walk close enough to one, or if a non-EMPed zombie walks into them.
There are 3 persistent upgrades for TranZit (often call perma-perks): - There is one for getting 15-20 revives in one game. This one allows you to revive about twice as fast, and it stacks with Quick Revive. You lose this if you start to revive someone, then stop and let them bleed out. - There is one for getting 2 headshots with 1 bullet. This supposedly gives you extra headshot damage, but it is not proven. Any time you kill a zombie their head will pop off. You lose this by kill a certain amount of zombies without getting a headshot, or going a round without getting a headshot. - The last gives you stronger window boards. Zombies take about twice as long to pull down the boards. You get this by repairing about 100 windows in 1 game, but it cannot be gotten before round 10. You lose this by going a round without repairing a window.
There is a bank on TranZit in Town that you can put points in that stay between games. You can put up to 250,000 points in. Every time you take out points you lose 10%, making it so you can only take out a max for 225,000 points. There is an overall point cap of 1 mil.
There is a fridge on TranZit at Farm when you can store one weapon. You cannot store the M1911, Ray Gun (includes PaP), or the Ballistic Knife (includes PaP).
Nuketown Zombies have yellow eyes on rounds 1-24, then blue eyes for 25 and up. Perk machines/PaP will drop every few rounds in random locations. There is a power up behind the yellow house that changes every 100 kills. You can only pick up one power up, it doesn't respawn.
The Chicom CQB has the same (very high) mobility as the Ballistic Knife.
For weapons that are new to Black Ops 2 zombies, you can pack a punch them again for 2000 points. This will not give more ammo, but it will change the attachments on the gun. I have had Reflex, Target Finder, MMS, Acog, Fast Mag, and Foregrip as possible attachments.
The ranking system is a bit of a mystery. There are five emblems: One Bone, Two Bones, Skull, Skull with Knife, and Skull with Two Shotguns. It is theorized that your Kill/Down ratio has a large impact on your rank. Most people get Skull w/ Knife at around 100 k/d and Skull w/ Shotgun at around 200 k/d. This is not set in stone however, as I have a 207 k/d and do not have shotguns.
The tally marks are based on how often you play. You can gain 1 tally mark for each day you play, and you lose 1 tally mark for each day you don't play on average. If your emblem has a skull, the eyes will turn blue at 5 tally marks. This is complely separate from the emblem ranking system.
These are most of the things I know about Black Ops 2 zombies.
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banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on Jan 18, 2013 22:59:04 GMT -5
Well then you know a lot
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Post by bodybagjones on Jan 20, 2013 19:50:25 GMT -5
hey bros, i've been coming here for a couple years and appreciate all of your insight and now i have something to share with the lack of good blops2 zombie information and all the terrible guides on youtube, i set out to give players who want to know a good idea on what to use.
Before I get into the weapons, it's worth noting some base information that i believe is 100% true. 1. Double Tap. Increases fire rate and doubles bullet damage, a 100% increase. Easily the second best perk in the game. 2. Tranzit Deadshot Bonus. For getting a collateral headshot in tranzit you recieve double headshot damage. To keep this upgrade you must continue to get headshots, it can be lost and when lost can be re-earned. I've activated the bonus multiple times in the same game so it's not permanant for the rest of the game once unlocked. 3. Zombie health formula hasn't been changed since black ops 1, neither has the damage/headshot multipliers for the original black ops 1 weapons.
I did a 5 gun control group that reaffirmed these assertions. 1. MP115 - (140 - Base Damage)(5x Headshot Multiplier)(2x DoubleTap Bonus)(2x Deadshot Bonus) = 2800 Maximum Damage Clean Headshots until round 20 (2710 zombie health) 2. AK74fu2 - (190 - Base Damage)(5x Headshot Multiplier)(2x DoubleTap Bonus)(2x Deadshot Bonus) = 3800 Maximum Damage Clean Headshots until round 23 (3607 zombie health) 3. Lamentation (220 - Base Damage)(5x Headshot Multiplier)(2x DoubleTap Bonus)(2x Deadshot Bonus) = 4400 Maximum Damage Clean Headshots until round 25 (4364 zombie health) 4. WN - (240 - Base Damage)(5x Headshot Multiplier)(2x DoubleTap Bonus)(2x Deadshot Bonus) = 4800 Maximum Damage Clean Headshots until round 26 (4800 zombie health) 5. Mnesia (200 - Base Damage)(6x Headshot Multiplier)(2x DoubleTap Bonus)(2x Deadshot Bonus) = 4800 Maximum Damage Clean Headshots until round 26 (4800 zombie health)
other weapons i tried on tranzit just to see how they stack up. 1. M8A1 - clean headshots until round 21 2. HAMR - clean headshots until round 27
Onto the weapons, i'm not covering ray gun or other explosive weapons, they're hard to quantify against bullet weapons. If you're going for points, Pack A Punch is more useful than double tap, if you're going for quick kills, double tap is better than pack a punch except on snipers and shotguns which recieve significant upgrades from pack a punch.
Pistols - all pistols are accurate and can make for an effective secondary for a quick swap to finish a threat before reloading. Colt M1911/Mustang & Sally - starter pistol is effective for a few rounds, always good for going for points. Mustang & Sally is very powerful but dangerous, very likely to down yourself with this weapon unless handled with care. KAP-40/Karmic Atom Perforator-4000 - the only full auto pistol available, damage is moderate to low, viable option if pulled out of the box early, but not a idle selection for a permanant secondary. B23R/B34R - a viable secondary for it's renewable ammuntion, definitely a better choice than the KAP-40. Five-Seven/Ultra ( & Violet) - single shot pistol requires a trigger finger to be a good choice, if you have it, it's a solid selection. Damage is high compared to the previous pistols and the Ultra can be attachment PaP'd for fast mags for the fastest reloading weapon in the game. Python/Cobra - unchanged from black ops 1, high power, lower ammuntion. Good weapon for kills a solid secondary to blast your way out of trouble. Executioner/Voice Of Justice - the bare executioner isn't that great, but the voice of justice paired with double tap can one shot zombies past round 30, making it the ultimate secondary to get yourself out of a corner. Can be attachment PaP'd for Long Barrel for better one shot range.
Sub-Machine Guns - all SMG's are accurate weapons with a low ammuntion reserve. MP5/MP115 Kollider - moderate damage, PaP version is nothing special other than renewable ammuntion availibility. There are much better weapon options but continually consuming MP115 ammuntion is a viable high round strategy. AK74u/AK74fu2 - very powerful wall weapon, the AK is the most powerful renewable ammuntion weapon available, if you can find a way to make getting this ammo constantly work for you, an excellent choice. Chicom CQB/Chicom Cataclismic Quadruple Burst - solid if pulled out of the box in earlier rounds but no real reason to PaP this weapon when it seems to be just as powerful as the MP115 without the renewable ammuntion.
Assault Rifles - this is where it gets interesting, the assault rifles get broken down into two classes.
RETURNING FAVORITES - these are the accurate assault rifles. M14/Mnesia - solid opening selection and the Mnesia can be used as an end game renewable ammo weapon, especially in tranzit where the deadshot bonus really makes the Mnesia shine. M16/Skullcrusher - moderate damage assault rifle, renewable ammo makes it a solid choice for any point in the game. FAL/WN - highest damage assault rifle, PaP'd it becomes a three round burst weapon, but deals extremly high damage for an assault rifle. Second best PaP assault rifle. Galil/Lamentation - best assault rifle, combination of high damage & ammo capacity makes it an ideal selection. A monster on tranzit with the PaP/Deadshot/Double Tap combination where it will One Shot Headshot zombies through round 24!
NEW ASSAULT RIFLES - inaccurate weapons best used for firing on groups of zombies. MTAR/Malevolent Toxonomic Anodized Redeemer - boasts the highest ammo capacity of the new assault rifles, PaP increases accuracy but still nowhere close to 100% accurate. Type 25/Strain 25 - highly inaccurate with moderate damage, seems to have the same damage profile of the M16 but with the drawback of being highly inaccurate. No good reason to use this if M16 is available. SMR/Sm1l3r - highly inaccurate with low damage and a semi-automatic firing weapon. PaP does not signifcantly increase accuracy or damage making this only a viable selection over the starter pistol, curse the conspiracy box for giving you this every time. M8A1/Micro Aerator - 4 round burst weapon with low to moderate damage, the M8A1 is very inaccurate, Aiming Down Sight fire is the equivalent of hipfiring a shotgun, bullets go everywhere. The PaP Micro Aerator however is the best of the new assault rifles, as it is the only accurate one and with a high fire rate and low recoil, it can rip the heads of zombies very quickly at the higher rounds, making it viable. M27/Mystifier - seems to be a lower recoil version of the MTAR with same ammuntion counts and very similar damage profile.
Light Machine Guns - high ammo capacity with low accuracy. RPD/Relativistic Punishment Device - low accuracy offset by high ammuntion count. The PaP version gets an accuracy boost with the largest reserve of ammuntion available. HAMR/SLDG HAMR - deals higher damage than the RPD, but still suffers from the same accuracy problems with a lower ammuntion reserve. LSAT/FSIRT - seems to be the worse LMG, damage seems to be lower than the HAMR and the ammuntion count is lowest in class.
Sniper Rifles - high power single shot rifles. Barret M82A1/Macro Annihilator - inaccurate with low damage and low ammuntion count compared to it's counterpart. recommend you avoid this weapon. DSR 50/Dead Specimen Reactor 5000 - a new favorite of several players, high damage combined with huge multipliers makes it the ultimate in damage dealing. realistically this is a weapon that is for round 30 and beyond, before that the high damage assault rifles and LMG's can deal just as much death while being easier to use.
Shotguns Olympia/Hades - Olympia is useful for the opening rounds but beyond that should be avoided, the Hades is viable at all times but not a great selection for a return on investment. 870MCS/Refitted 870 Mechanical Cranium Sequencer - the 870MCS isn't much more powerful than the olympia, however the PaP version is the powerhouse shotgun of zombies, usable at any round. S12/Synthetic Dozen - this thing is just terrible, the ammuntion count would need to quadruple for this thing to be a viable choice. M1216/Mesmerizer - a usable shotgun, seems like it shoots blanks at times but still a viable option early in the game if pulled from the box. The mesmerizer can clear hordes of zombies in the early rounds but not a good choice for the higher rounds.
My final opinions are that before round 20, with double tap, you can functionally play with any PaP'd weapon. Beyond round 20, i classify the PaP'd versions of weapons into four tiers, based on their damage dealing potential.
THE ELITE - these are the best weapons. Ray Gun, Dead Specimen Reactor 5000, Refitted 870 Mechanical Cranium Sequencer, SLDG HAMR, Lamentation, WN, Voice Of Justice, Cobra.
GOOD CHOICES - a step down from the elite weapons, used efficiently they are strong enough to get you through most rounds. Relativistic Punishment Device, FSIRT, Micro Aerator, Skullcrusher, Mnesia, AK74fu2, Ultra ( & Violet), Mustang & Sally
USABLE - all of these weapons have a flaw that make them pale in comparison to the aforementioned weapons, whether it be damage, ammunition count or accuracy. Mesmerizer, Hades, Macro Annihilator, Malevolent Toxonomic Anodized Redeemer, Mystifier, Chicom Cataclismic Quadruple Burst, MP115 Kollider, B34R
BAD CHOICES - don't count on these weapons to get you through a round, they won't. Synthetic Dozen, Sm1l3r, Strain 25, Karmic Atom Perforator-4000
also i agree with everything notazombie had to say except for -the powerup drop rate is significantly increased from black ops 1, it was pretty normal to have one or two power-ups drop for a whole round in the 20's and one or zero drops in the 30's. in black ops 2 it's around 3-5 drops in the 20's, 1-3 drops in the 30's, 0-2 drops in the 40's. -the zombie ranking system, i don't claim to know how it works, all i can say is i've made huge leaps in single games before, including earning multiple tally marks in one game.
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42
True Bro
Bingo Bango Bongo
Posts: 1,588
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Post by 42 on Jan 21, 2013 13:45:48 GMT -5
I think the EMP grenade instantly kills Avogrado.
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ayyyyy
True Bro
yearning to vanquish the evil since small
Posts: 91
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Post by ayyyyy on Jan 22, 2013 6:44:59 GMT -5
I think the EMP grenade instantly kills Avogrado. it does.. although not permanently. btw guys i'd recommend reading through that spreadsheet to potentially save yourselves some typing
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banana
True Banana
Zoro > Law
Posts: 1,577
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Post by banana on Feb 9, 2013 14:30:12 GMT -5
Does moving when you're down make you bleed out faster?
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Post by duckcall00 on Feb 9, 2013 20:54:28 GMT -5
Does moving when you're down make you bleed out faster? In BlOps1 moving had no effect on bleedout time. I'd assume its the same in BlOps2. However, I don't for certain because we don't have the decrypted fast-files. HINT: Marvel4, post the Zombie FFs here!
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ayyyyy
True Bro
yearning to vanquish the evil since small
Posts: 91
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Post by ayyyyy on Feb 11, 2013 8:10:22 GMT -5
Does moving when you're down make you bleed out faster? nope
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Post by wg4f on Feb 11, 2013 13:27:59 GMT -5
What about shooting/knifing?
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ayyyyy
True Bro
yearning to vanquish the evil since small
Posts: 91
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Post by ayyyyy on Feb 12, 2013 6:41:22 GMT -5
What about shooting/knifing? does it make you bleed out faster? no.
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